Author Topic: The consequences of more Consequences  (Read 3568 times)

Offline Masurao

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Re: The consequences of more Consequences
« Reply #15 on: July 11, 2011, 01:26:25 PM »
I think it's partially a function of the noir-ish nature of the setting. Every defeat and every wound the hero suffers matters and it all combines to drag him down - be that a defeat in his own mind, in the sphere of social influence or getting shot in the foot. If you separate the consequences, he could be totally dragging in one area and kicking major behind in another, which isn't really true to the noir-ish nature, I feel.

Just my 2 cents.

Durnit! Those were the same 2 cents I had! :) Also, one would have to consider the fact that vanilla NPCs and McNasties would be stronger too!

Offline Silverblaze

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Re: The consequences of more Consequences
« Reply #16 on: July 14, 2011, 10:29:31 PM »
People will have different experiences depending on their gaming group.

One group may find a particular stunt or power overpowered/underpriced or both.  Some groups may not abuse having a consequence track per type of damage, some would.

I think this game always needs house ruled to fit a particular gaming group.  What works with one group, I can say with almost complete certainty, will not work with another. 

That said, I find the stunts and powers used to increase durability to mitigate the issue of having only one consequence track works well...generally.  I also feel that having multiple tracks may lead to spellcasters with a lot more oomph for better or worse.